mcpbeat

Godot Export Builds

thedivergentai/godot-export-builds

Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.

10k tokens
context cost
the whole folder, loaded on every use
16
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-export-builds

The instruction itself

21 sections, as written by the author

Export & Builds

Headless / CI / platform release plumbing — not Editor → Export click-path tutorials.

NEVER Do (Expert Export Rules)

Platform & Validation

  • NEVER export to production without a smoke test — Editor play ≠ Web/Mobile/Console constraints.
  • NEVER skip macOS notarization for direct distribution — Gatekeeper blocks unsigned apps (Steam/App Store distribution can substitute).
  • NEVER use ad-hoc writable res:// paths in builds — Saves/logs go to user://.

Performance & Size

  • NEVER ship Debug templates as release — Use --export-release.
  • NEVER include raw authoring junk — Filter .md / .psd / docs out of presets.
  • NEVER ignore VRAM compression on Web/Mobile — Enable ASTC/ETC2 (keep pixel art uncompressed).

Security

  • NEVER commit keystores or passwords — Env vars + export_android_signing_env.ps1.
  • NEVER leave debug cheats in release — Gate with OS.has_feature("release").
  • NEVER enable Shader Baker on dedicated server exports — Wasted build time; baker is for visual clients.

Godot 4.7: Import & Export

  • EditorSceneFormatImporter constants moved to ImportFlags enum — update importer scripts.
  • Asset Store replaces Asset Library in editor — document addon acquisition via new store UI.
  • HDR export: verify viewport HDR settings per platform in export presets.

Platform Decision Tree

| Target | MANDATORY scripts / actions | Do NOT Load |

|--------|----------------------------|-------------|

| Desktop smoke (Win/Linux) | export_headless_pipeline.ps1 or headless_build.sh | Manual Export UI tutorials |

| Web smoke | Headless web preset + size report | Desktop-only compression assumptions |

| Android release | export_android_signing_env.ps1 | Committed keystores |

| macOS direct distribute | export_macos_notarize_cmd.ps1 | Skipping notarize "because Steam exists" when not on Steam |

| Dedicated server | Headless server preset, baker off | Client shader baker / UI feature packs |

| CI multi-platform | export_ci_github_actions.yml (Godot 4.7 images) | Stale 4.2.x container pins |

| Steam depot upload | export_steam_upload.ps1 | — if not shipping on Steam |

| PCK / DLC patches | export_pck_patch_loader.gd | — if no DLC |

| One-click all presets | export_universal_manager.gd | — |

| Version sync | export_version_sync.gd / version_manager.gd | Hardcoded version labels in UI only |

| Feature stripping | export_feature_flag_manager.gd | — |

| Size audit | export_build_size_report.gd | — |

| Custom engine strip | export_custom_build_stripper.py | — unless custom builds |

| Post-export zip/manifest | export_post_process_hook.gd | — |

Editor Export UI / template download prose: use Official Documentation links in Reference — or export-setup-guide.md for INI/CLI/platform checklists.

Available Scripts

> MANDATORY: Read the script that matches the platform decision above before implementing.

  • export_headless_pipeline.ps1
  • headless_build.sh
  • export_version_sync.gd / version_manager.gd
  • export_post_process_hook.gd
  • export_feature_flag_manager.gd
  • export_pck_patch_loader.gd
  • export_android_signing_env.ps1
  • export_custom_build_stripper.py
  • export_macos_notarize_cmd.ps1
  • export_build_size_report.gd
  • export_ci_github_actions.yml — pin 4.7 templates/executable
  • export_steam_upload.ps1 — SteamPipe via steamcmd + VDF
  • export_universal_manager.gd

CI Contract (4.7)

Workflows must pull Godot 4.7 editor + export templates (not 4.2.x). Prefer the checked-in export_ci_github_actions.yml over pasted legacy YAML. Artifacts upload with actions/upload-artifact@v4.

Expert Export Patterns

1. Platform-Specific Patching (Delta Updates)

Mount external PCKs with ProjectSettings.load_resource_pack(path, true) — same-path resources override base. See export_pck_patch_loader.gd.

2. VRAM Compression Audit

  • Desktop Forward+: S3TC/BPTC
  • Mobile: ETC2 / ASTC
  • Pixel art: compression off

3. SteamPipe Upload

Build locally/CI → export_steam_upload.ps1 with STEAM_USER / STEAM_PASS / STEAMCMD_PATH env vars and an app_build.vdf.

4. Universal Build Manager

Iterate presets from export_presets.cfg via export_universal_manager.gd for one-click multi-platform consistency.

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Exporting (tutorial index) — Entry map for presets, templates, platform guides, feature tags, and PCK workflows before platform deep-dives.
  • Exporting projects — Export presets, template install, include/exclude filters, and release vs debug template choice.
  • Feature tagsOS.has_feature / custom tags that drive runtime stripping of debug tools and platform forks.
  • Command line tutorial--headless, --export-release, --export-debug, and --export-pack for CI and scripted pipelines.
  • Exporting packs, patches, and mods — PCK/DLC mounting with ProjectSettings.load_resource_pack for delta updates.
  • Exporting for Android — SDK, keystore, and signing env expectations for store and CI Android builds.
  • Exporting for macOS — Codesign, notarization, and universal binary options required for Gatekeeper distribution.
  • Exporting for Web — Threading/SharedArrayBuffer, VRAM compression, and HTML5 shell constraints for web smoke tests.
  • Exporting for dedicated servers — Headless server templates and why client-only bake steps (e.g. shader baker) waste server builds.
  • EditorExportPlugin — Hook API for post-export zip/manifest steps shared across team export presets.
  • Optimizing for size — SCons module stripping and size flags when custom templates must beat stock binary weight.
  • Data pathsres:// vs user:// so exported builds do not write into read-only packed paths.
Prerequisites
  • godot-project-foundations — Project layout, project.godot version/icon settings, and import defaults must be sane before export presets and filters.
  • godot-gdscript-masteryEditorScript / plugin typing and OS.execute patterns used by version sync, universal export, and post-process hooks.
Complements
  • godot-platform-desktop — Windows/Linux/macOS runtime quirks (icons, windowing, Steam) that export presets must match.
  • godot-platform-mobile — Android/iOS permission, orientation, and input assumptions that belong in mobile export options.
  • godot-platform-web — Web host constraints (CORS, threads, memory) that decide Web export type and smoke-test matrix.
  • godot-platform-console — Console certification packaging flows that extend beyond desktop/mobile export templates.
  • godot-adapt-desktop-to-mobile — Touch/UI/safe-area adaptations that must ship in mobile feature-tagged builds, not desktop-only assets.
  • godot-debugging-profiling — Profile export vs editor differences (shader compile, memory) before blaming preset filters.
  • godot-testing-patterns — Automated smoke tests against headless/CI artifacts so “runs in editor” never ships alone.
  • godot-save-load-systems — Persist under user://; export filters must not strip save schemas players need after install.
  • godot-resource-data-patterns — Resource packing and .gdignore hygiene that directly shrinks export footprint.
Downstream / consumers
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting export or platform concern.

How to use it

Copy the folder

Take thedivergentai/godot-export-builds from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.